JPH0434871Y2 - - Google Patents
Info
- Publication number
- JPH0434871Y2 JPH0434871Y2 JP1983198414U JP19841483U JPH0434871Y2 JP H0434871 Y2 JPH0434871 Y2 JP H0434871Y2 JP 1983198414 U JP1983198414 U JP 1983198414U JP 19841483 U JP19841483 U JP 19841483U JP H0434871 Y2 JPH0434871 Y2 JP H0434871Y2
- Authority
- JP
- Japan
- Prior art keywords
- game
- section
- count value
- timing range
- timing
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Expired
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/67—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6027—Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/61—Score computation
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Theoretical Computer Science (AREA)
- Processing Or Creating Images (AREA)
Description
【考案の詳細な説明】
本考案はテレビゲーム装置、特にゲーム進行過
程において遊戯者のゲーム熟練度を判定してゲー
ムの難易度を変化できるようにしたテレビゲーム
装置に関するものである。DETAILED DESCRIPTION OF THE INVENTION The present invention relates to a television game device, and particularly to a television game device that can change the difficulty level of the game by determining the game skill level of the player during the course of the game.
ブラウン管に映出される画面をもとにゲーム進
行がなされるいわゆるテレビゲームでは、ゲーム
進行過程において遊戯者によつて操作される操作
レバー、操作ボタンのそのタイミングによつてゲ
ームの成否が決定される。通常このようなテレビ
ゲームではゲーム画面はレーザーデイスク、磁気
デイスクあるいはROMなどにメモリされたグラ
フイツクデータの再生によつて得られるが、メモ
リ媒体には限度がありゲーム回数を重ねるにつ
れ、遊戯者はそのゲームに熟練してくる結果とな
り興趣の低下を招き易い。一方、初心者にとつて
はその初期段階ではゲームに失敗することが多く
なりゲームを楽しむ余裕があまりないという事情
もある。 In so-called video games where the game progresses based on the screen projected on a cathode ray tube, the success or failure of the game is determined by the timing of the control levers and control buttons operated by the player during the game progress process. . Normally, in such video games, the game screen is obtained by reproducing graphic data stored on a laser disk, magnetic disk, or ROM, but there is a limit to the memory medium, and as the number of games is increased, the player's As a result, the player becomes skilled at the game, which tends to lead to a decline in interest. On the other hand, beginners often fail at the game in the early stages, leaving them with little time to enjoy the game.
このような弊害はゲームの成否を決定する操作
ボタンの操作タイミングの判定が画一的な基準に
よつてなされていることに起因する。 Such a problem is caused by the fact that the timing of operating the operation button, which determines the success or failure of the game, is determined based on a uniform standard.
そこで本考案は従来のテレビゲーム装置のもつ
上述の欠点を改良し、初心者であれ熟練者であ
れ、その熟練度の応じてゲームを楽しめるように
することを目的とする。このため本考案において
は、ゲームの成功あるいは失敗のその結果に基い
て、遊戯者によつて操作される操作部の操作タイ
ミングの許容範囲を調節できるようにしたことを
特徴とするものである。以下、本考案の一実施例
について図面をもとに詳述する。 Therefore, the present invention aims to improve the above-mentioned drawbacks of conventional video game devices, and to enable both beginners and experts to enjoy the game according to their level of skill. Therefore, the present invention is characterized in that the permissible range of operation timing of the operation unit operated by the player can be adjusted based on the success or failure of the game. Hereinafter, one embodiment of the present invention will be described in detail with reference to the drawings.
第1図は本案テレビゲーム装置の外観を示し、
装置本体1の前面がゲーム画面の表示面2で、ブ
ラウン管や投写型テレビジヨン装置のスクリーン
面などが利用される。3はゲーム開始に先立ちコ
イン投入がなされるコイン投入口、4はゲームス
タートボタン、5はゲーム進行に応じて遊戯者が
操作する操作ボタンである。第2図ないし第3図
はゲーム画面の一例を示すもので、ゲームスター
トがなされると人物キヤラクタが画面右方から左
方へと歩行してゆく画面表示がなされる。そして
その歩行途中に突出障害物がある場合、遊戯者が
しかるべき許容範囲内のタイミングで操作ボタン
5を操作すると第2図Aそして同図Bの成功パタ
ーンが得られ、また操作タイミングが許容範囲外
であると第3図A、同図Bの失敗パターンとな
る。 Figure 1 shows the appearance of the proposed video game device,
The front surface of the device main body 1 is a display surface 2 for a game screen, and the screen surface of a cathode ray tube or projection television device is used. 3 is a coin slot into which coins are inserted prior to the start of the game; 4 is a game start button; and 5 is an operation button operated by the player as the game progresses. FIGS. 2 and 3 show examples of game screens, and when the game is started, a screen is displayed in which a human character walks from the right side of the screen to the left side of the screen. If there is a protruding obstacle in the way of walking, if the player operates the operation button 5 at a timing within the appropriate tolerance range, the success patterns shown in Figures 2A and 2B will be obtained, and the operation timing will also be within the tolerance range. If it is outside, the failure patterns shown in Fig. 3A and Fig. 3B will occur.
ところで、操作ボタン5の操作タイミングが許
容範囲内であるか否かは後述する判定部によつて
なされるが、その判定基準となる許容タイミング
範囲の幅が、本考案装置では第4図にシステムブ
ロツク図として示した構成により調節されるよう
になつている。 Incidentally, whether or not the operation timing of the operation button 5 is within the permissible range is determined by a determination section, which will be described later. The arrangement is shown as a block diagram.
第4図はレーザーデイスクをゲーム画面表示の
ためのメモリとして利用したテレビゲーム装置に
本考案を適用した一例を示している。同図におい
て10はモータ13により回転駆動されるレーザ
ーデイスクで片面10Aには第2図A,Bに示し
たゲーム成功パターンおよびこれに連続するゲー
ム進行画面に関する画像信号部が形成され、他方
の面10Bには第3図A,Bのゲーム失敗パター
ンについての信号部が前記面10Aの成功パター
ンと対応する裏面位置に形成されている。11
A,11Bはレーザーデイスク10のそれぞれの
面10A,10Bに対応して設けられた読み出し
ヘツド(ピツクアツプ)で、ヘツド送り駆動部1
2によりレーザーデイスク10の回転に応じてデ
イスク中心部へとヘツド送りされ、画像信号トラ
ツクを順次変えながら画像信号を電気信号として
供出する。こゝで得られた画像信号はそれぞれ独
立したリード線を通り、後述する信号切換回路2
8の端子X,Yへと送られることになる。15は
デイスク制御部でヘツド送り駆動部12およびモ
ータ駆動部14を管制し、所定のデイスク回転
数、ヘツド送り量を維持する。 FIG. 4 shows an example in which the present invention is applied to a television game device that uses a laser disc as a memory for displaying a game screen. In the same figure, reference numeral 10 denotes a laser disk that is rotationally driven by a motor 13, and one side 10A has an image signal section related to the game success pattern shown in FIGS. On the side 10B, a signal portion for the game failure pattern of FIGS. 3A and 3B is formed at a position on the back side corresponding to the success pattern on the side 10A. 11
A and 11B are read heads (pickups) provided corresponding to the respective surfaces 10A and 10B of the laser disk 10, and the head feed drive unit 1
2, the head is sent to the center of the disk in accordance with the rotation of the laser disk 10, and the image signal is sent out as an electrical signal while changing the image signal track sequentially. The image signals obtained here pass through independent lead wires and are connected to signal switching circuit 2, which will be described later.
It will be sent to terminals X and Y of 8. A disk control section 15 controls the head feed drive section 12 and motor drive section 14 to maintain a predetermined disk rotation speed and head feed amount.
18はクロツクパルス発生部、19はゲート回
路で、このゲート回路19はゲームスタートボタ
ン4の操作検出回路23からの信号パルスでオー
プンされ、クロツクパルス発生部18からのクロ
ツクパルスはそれ以降のユニツトへと供給される
ようになる。20はパルスカウンタで、ゲームス
タートボタン操作後、すなわちゲート回路19が
オープンとされた後のクロツクパルスを積算計数
する。21は比較判定部で、パルスカウンタ20
のカウント値を監視しながらそのカンウト値を例
えばRAMで構成された参照テーブル26上のデ
ータと対照し、同時に操作ボタン5の操作タイミ
ングをも監視する。なお、24は操作ボタン5の
操作を検出する操作検出回路である。比較判定部
21はまた所定のパルスカウント値の範囲内、す
なわちゲーム成功のための許容タイミング範囲内
で操作ボタン5が操作されたかを前述の参照テー
ブル26上のデータを参照して判定し、それが許
容タイミング範囲外であると、通常はX端子に接
続されている信号切換回路28に対し切換信号
(例えば「H」信号)を供出して接続子28′をY
端子へと切換える。また、操作ボタン5の操作タ
イミングが許容される範囲内であると非切換信号
(例えば「L」信号)を出力し、この場合信号切
換回路28はそのまゝの状態(端子Xが選択され
ている状態)を維持する。29は画像処理回路
で、端子Xあるいは端子Yからの画像信号に基
き、ブラウン管30に画像表示を行なう。 18 is a clock pulse generator, and 19 is a gate circuit. This gate circuit 19 is opened by a signal pulse from the operation detection circuit 23 of the game start button 4, and the clock pulse from the clock pulse generator 18 is supplied to subsequent units. Become so. A pulse counter 20 integrates and counts clock pulses after the game start button is operated, that is, after the gate circuit 19 is opened. 21 is a comparison/judgment section, which includes a pulse counter 20;
While monitoring the count value of , the count value is compared with data on a reference table 26 constituted by RAM, for example, and at the same time, the operation timing of the operation button 5 is also monitored. Note that 24 is an operation detection circuit that detects the operation of the operation button 5. The comparison/determination unit 21 also determines whether the operation button 5 is operated within a predetermined pulse count value range, that is, within an allowable timing range for a successful game, by referring to the data on the reference table 26 mentioned above. is outside the allowable timing range, a switching signal (for example, an "H" signal) is provided to the signal switching circuit 28, which is normally connected to the X terminal, to switch the connector 28' to the Y
Switch to terminal. Furthermore, if the operation timing of the operation button 5 is within the permissible range, a non-switching signal (for example, an "L" signal) is output, and in this case, the signal switching circuit 28 remains in the same state (terminal X is not selected). maintain the current state). An image processing circuit 29 displays an image on the cathode ray tube 30 based on an image signal from terminal X or terminal Y.
31は判定結果計数部で、比較判定部21から
「L」信号が出力されるとその個数を積算する。
また32は計数値検出部で判定結果計数部31で
のカウント値と、基準値設定部33上の設定値と
を比較し、その値が一致すると参照テーブル26
のデータ、すなわち許容タイミング範囲を減少さ
せるようになつている。 Reference numeral 31 denotes a determination result counting section, which adds up the number of "L" signals outputted from the comparison and determination section 21.
Further, 32 is a count value detection unit that compares the count value in the judgment result counting unit 31 and the setting value on the reference value setting unit 33, and when the values match, the reference table 2
data, i.e., the allowable timing range.
以上の構成による作用は以下のとおりである。
まずゲームスタートボタン4が操作されることに
よりデイスク制御部15、パルスカウンタ20な
どが初期状態にリセツトされ、ゲート回路19が
オープンとなる。従つてクロツクパルスがデイス
ク制御部15へと供給されデイスク系統が作動状
態となり、デイスク10の面10Aによるゲーム
進行画面がブラウン管30に表示される。そして
所定時間経過すると(所定数のクロツクパルスが
供給されると)、ゲーム進行上第2図、第3図の
いずれかを決定すべく、遊戯者には操作ボタン5
の操作が要求される段階となる。例えばゲーム開
始後、クロツクパルス数が10000ないし10100個の
範囲内では操作された場合ゲーム成功であるよう
に参照テーブル26のデータが初期設定されてい
ると、操作ボタン5の操作タイミングがその許容
タイミング範囲内であると比較判定部21は
「L」信号を出力する。従つて信号切換回路28
はそのまゝの状態を維持し、デイスク10の面1
0Aすなわち第2図の成功パターンがブラウン管
30に表示される。この「L」信号は同時に判定
結果計数部31に1カウントされる。こうしてゲ
ームが続行され、ゲーム画面が更新されて再度操
作ボタン5の操作が要求されることになり同様の
作用が繰り返される。なお2度目以降の操作ボタ
ン5の許容タイミング範囲も参照テーブル26に
パルス数、例えば20000ないし20080個のパルス値
幅としてメモリされている。 The effects of the above configuration are as follows.
First, by operating the game start button 4, the disk control section 15, pulse counter 20, etc. are reset to the initial state, and the gate circuit 19 is opened. Accordingly, the clock pulse is supplied to the disk control section 15, the disk system is put into operation, and the game progress screen on the surface 10A of the disk 10 is displayed on the cathode ray tube 30. Then, after a predetermined period of time has elapsed (when a predetermined number of clock pulses have been supplied), the player presses the operating button
This is the stage where operations are required. For example, if the data in the reference table 26 is initially set so that the game is successful if the clock pulse number is within the range of 10,000 to 10,100 after the game starts, the operation timing of the operation button 5 will be within the allowable timing range. If it is within the range, the comparison/determination section 21 outputs an "L" signal. Therefore, the signal switching circuit 28
remains as it is, and the surface 1 of disk 10
0A, that is, the success pattern shown in FIG. 2 is displayed on the cathode ray tube 30. This "L" signal is simultaneously counted by one in the determination result counting section 31. In this way, the game continues, the game screen is updated, and the operation of the operation button 5 is requested again, and the same operation is repeated. Note that the allowable timing range for the second and subsequent operation buttons 5 is also stored in the reference table 26 as the number of pulses, for example, a pulse value width of 20,000 to 20,080.
こうしてゲームの成功パターンが繰り返される
毎に、判定結果計数部31には「L」信号のパル
ス個数が積算されてゆくが、その個数が基準値設
定部33の設定値に達すると計数値検出部32は
参照テーブル26へと範囲調節のための信号を供
出する。これにより参照テーブル26にメモリさ
れている許容タイミング範囲に関するデータの書
き換えが行なわれ、例えば初期に10000ないし
10100個であつた許容範囲が10020ないし10080個
の許容範囲へとせばめられる。これにより遊戯者
がゲームに熟練しゲーム成功の頻度が高くなつて
くると操作ボタン5の許容タイミング範囲幅が減
少し、ゲームは難しいものになつてくる。このよ
うに、ゲームが難しくなつた場合には、成功得点
を高めてやるのが望ましい。また判定結果計数部
31のカウントに関し、「L」信号のみの連続で
なく、「H」信号すなわちゲーム失敗の信号が入
力された場合には「L」信号のカウント値を減算
するようにしてもよい。 In this way, each time the success pattern of the game is repeated, the number of pulses of the "L" signal is accumulated in the judgment result counting section 31, but when the number reaches the set value of the reference value setting section 33, the count value detecting section 32 provides a signal to lookup table 26 for range adjustment. As a result, the data regarding the allowable timing range stored in the reference table 26 is rewritten. For example, the initial value is 10,000 or
The tolerance range of 10,100 items is narrowed down to a tolerance range of 10,020 to 10,080 items. As a result, as the player becomes skilled at the game and the frequency of success in the game increases, the permissible timing range of the operation button 5 decreases, and the game becomes difficult. In this way, when the game becomes difficult, it is desirable to increase the success score. Regarding the count of the determination result counting unit 31, the count value of the "L" signal may be subtracted when not only "L" signals are continuously received, but also "H" signals, that is, game failure signals are input. good.
以上はゲーム熟練者に対する許容タイミング範
囲幅の調節についての説明であるが、ゲーム初心
者への対応としては次のようにすればよい。遊戯
者がゲームに失敗すると比較判定部21は「H」
信号を出力する。これにより信号切換回路28の
接続子28′は端子Yへと切換えられるので、デ
イスク10の面10Aからの画像信号は無効化さ
れ面10Bの信号部、すなわち第3図の失敗パタ
ーンが瞬時にブラウン管30に表示される。この
瞬間的な画面の切換は読み出しヘツドを11A,
11Bと複数にした効果で、単一の読み出しヘツ
ドを利用した場合のアクセス時間、すなわち読み
出しヘツドを成功パターン信号部領域から失敗パ
ターン信号部領域へと移動させるためのタイムラ
グをなくしたことによる。 The above is an explanation of the adjustment of the allowable timing range width for game experts, but for game beginners, the following can be done. If the player fails in the game, the comparison judgment unit 21 returns “H”.
Output a signal. As a result, the connector 28' of the signal switching circuit 28 is switched to the terminal Y, so the image signal from the surface 10A of the disk 10 is invalidated, and the signal portion of the surface 10B, that is, the failure pattern shown in FIG. 30. This instantaneous screen switching requires a readout head of 11A,
11B, the access time when a single read head is used, that is, the time lag for moving the read head from the success pattern signal area to the failure pattern signal area is eliminated.
この「H」信号は判定結果計数部31に積算計
数されてゆくが、これが基準値設定部33の所定
数に達するとやはり計数値検出部32は調節用パ
ルス信号を参照テーブル26へと出力し、今度は
許容タイミング範囲幅を例えば9800ないし10200
個のパルス個数幅へと広げることになる。なおこ
の場合には、ゲーム成功得点は低められるのが望
ましい。 This “H” signal is accumulated and counted by the judgment result counting unit 31, but when it reaches a predetermined number in the reference value setting unit 33, the counted value detection unit 32 outputs an adjustment pulse signal to the reference table 26. , now set the allowable timing range width to e.g. 9800 to 10200
The width of the number of pulses is increased to . Note that in this case, it is desirable that the game success score be lowered.
上述の実施例の他に、遊戯者の熟練度を判定す
る手法として許容タイミング範囲の上限あるいは
下限からどの程度外れて操作ボタン5が操作され
たかということを基準にすることもできる。この
場合には比較判定部21が参照テーブル26を参
照してタイミング判定する際に、参照テーブル2
6の許容範囲の上限値あるいは、下限値と操作タ
イミングとの差を取り出すようにしてその差の値
を判定結果計数部31にメモリし、これを基準値
設定部33で設定された値と比較検出して操作タ
イミングが基準設定部33での設定値と大きく離
れている場合にはその遊戯者を初心者として判定
し、前述したように計数値検出部32を介して許
容タイミング範囲を広げてやるようにすればよ
い。 In addition to the above-described embodiments, a method for determining a player's skill level may be based on how far the operation button 5 is operated outside the upper or lower limit of the allowable timing range. In this case, when the comparison and determination section 21 refers to the reference table 26 to determine the timing, the reference table 2
6, the difference between the upper limit or lower limit of the tolerance range and the operation timing is stored in the judgment result counting section 31, and compared with the value set in the reference value setting section 33. If the detected operation timing is significantly different from the setting value in the reference setting section 33, the player is determined to be a beginner, and the allowable timing range is expanded via the count value detection section 32 as described above. Just do it like this.
以上に説明してきたように、本考案によれば遊
戯者の熟練度をゲームの成績によつて判定し、そ
の熟練度に応じてゲームの難易度を自動調節する
ようにしたので、初心者から熟練者まで広くゲー
ムを楽しむことができ、ゲームの興趣を持続でき
ることにもなる。 As explained above, according to the present invention, the proficiency level of the player is determined based on the player's performance in the game, and the difficulty level of the game is automatically adjusted according to the proficiency level. The game can be enjoyed by a wide range of people, and the interest in the game can be maintained.
第1図は本考案装置の一例を示す外観図であ
る。第2図、第3図はそれぞれ本考案装置のゲー
ム表示画面を例示する図である。第4図は本考案
装置の要部構成を示すシステムブロツク図であ
る。
1……テレビゲーム本体、2……表示面、4…
…ゲームスタートボタン、5……操作ボタン、1
0……レーザーデイスク、11A,11B……読
み出しヘツド、18……クロツクパルス発生部、
20……パルスカウンタ、21……比較判定部、
26……参照テーブル、28……信号切換回路、
31……判定結果計数部、32……計数値検出
部、33……基準値設定部。
FIG. 1 is an external view showing an example of the device of the present invention. FIGS. 2 and 3 are diagrams each illustrating a game display screen of the device of the present invention. FIG. 4 is a system block diagram showing the main structure of the device of the present invention. 1...TV game body, 2...Display surface, 4...
...Game start button, 5...Operation button, 1
0... Laser disk, 11A, 11B... Read head, 18... Clock pulse generator,
20...Pulse counter, 21...Comparison/judgment section,
26...Reference table, 28...Signal switching circuit,
31... Judgment result counting section, 32... Count value detection section, 33... Reference value setting section.
Claims (1)
て操作される操作ボタンの許容操作タイミング
範囲が設定された参照テーブルと、前記操作ボ
タンの操作タイミングが前記参照テーブルに設
定された許容タイミング範囲内にあるかを判定
する比較判定部と、この比較判定部により判定
さた結果を計数する判定結果計数部と、この判
定結果計数部の計数値が所定値に達したことを
検出する計数値検出部とを備え、前記計数値検
出部からの検出信号に応じて前記参照テーブル
に設定された許容操作タイミング範囲を変化さ
せるようにしたことを特徴とするテレビゲーム
装置。 (2) 判定結果計数部が、参照テーブルに設定され
た許容タイミング範囲内で操作ボタンが操作さ
れたか否かの回数を計数すると共に、計数値検
出部はその回数が所定値に達したことを検出す
るよう構成したことを特徴とする実用新案登録
請求の範囲第(1)項に記載のテレビゲーム装置。 (3) 判定結果計数部が、参照テーブルに設定され
た許容タイミング範囲から操作ボタンの操作タ
イミングがどの程度外れているかのタイミング
幅を計数すると共に、計数値検出部はそのタイ
ミング幅に応じて前記参照テーブルに設定され
た許容タイミング範囲を変化させるよう構成し
た実用新案登録請求の範囲第(1)項に記載のテレ
ビゲーム装置。[Claims for Utility Model Registration] (1) A reference table in which the permissible operation timing range of the operation buttons operated by the player while observing the game progress screen is set, and the operation timing of the operation buttons is set according to the reference table. A comparison judgment section that judges whether the timing is within the allowable timing range set in the table, a judgment result counting section that counts the results judged by this comparison judgment section, and a count value of this judgment result counting section that reaches a predetermined value. and a count value detection unit that detects that the count value has been reached, and the permissible operation timing range set in the reference table is changed according to a detection signal from the count value detection unit. Device. (2) The judgment result counting section counts the number of times the operation button has been operated within the allowable timing range set in the reference table, and the count value detection section indicates that the number of operations has reached a predetermined value. The video game device according to claim (1) of the utility model registration claim, characterized in that the video game device is configured to perform detection. (3) The judgment result counting section counts the timing range of how far the operation timing of the operation button deviates from the allowable timing range set in the reference table, and the count value detection section calculates the timing range according to the timing range. The television game device according to claim (1) of the utility model registration claim, which is configured to change the allowable timing range set in the reference table.
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP1983198414U JPS60106679U (en) | 1983-12-26 | 1983-12-26 | video game device |
EP84308986A EP0148011A3 (en) | 1983-12-26 | 1984-12-20 | Video game apparatus |
ZA849990A ZA849990B (en) | 1983-12-26 | 1984-12-21 | Video game apparatus |
US06/890,897 US4679789A (en) | 1983-12-26 | 1986-07-28 | Video game apparatus with automatic skill level adjustment |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP1983198414U JPS60106679U (en) | 1983-12-26 | 1983-12-26 | video game device |
Publications (2)
Publication Number | Publication Date |
---|---|
JPS60106679U JPS60106679U (en) | 1985-07-20 |
JPH0434871Y2 true JPH0434871Y2 (en) | 1992-08-19 |
Family
ID=16390716
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
JP1983198414U Granted JPS60106679U (en) | 1983-12-26 | 1983-12-26 | video game device |
Country Status (3)
Country | Link |
---|---|
EP (1) | EP0148011A3 (en) |
JP (1) | JPS60106679U (en) |
ZA (1) | ZA849990B (en) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH0999174A (en) * | 1995-10-09 | 1997-04-15 | Namco Ltd | Game device operating method and game device |
Families Citing this family (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPS60166392U (en) * | 1984-04-16 | 1985-11-05 | 株式会社 ユニバ−サル | video game device |
US4685677A (en) * | 1986-07-11 | 1987-08-11 | Williams Electronics, Inc. | Automatic replay control system and method for amusement devices |
JP3808698B2 (en) * | 2000-10-02 | 2006-08-16 | 株式会社平和 | Game machine |
JP2002200357A (en) * | 2000-11-01 | 2002-07-16 | Sony Computer Entertainment Inc | Game stage forming method, game stage forming method program, storage medium storing game stage forming method program, terminal equipment, and net game system |
CN119565160B (en) * | 2025-02-10 | 2025-04-18 | 杭州气合社网络科技有限公司 | Responsive game skill editing method and system |
Family Cites Families (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPS5552782A (en) * | 1978-10-13 | 1980-04-17 | Tatsumi Denshi Kogyo Kk | Electronic reflection game device |
JPS56121572A (en) * | 1980-02-28 | 1981-09-24 | Nintendo Co Ltd | Moving body variable display game device |
GB2118809B (en) * | 1982-01-11 | 1986-07-30 | Atari Inc | Self-adjusting game difficulty method and apparatus for electronic games |
US4475132A (en) * | 1982-01-22 | 1984-10-02 | Rodesch Dale F | Interactive video disc systems |
-
1983
- 1983-12-26 JP JP1983198414U patent/JPS60106679U/en active Granted
-
1984
- 1984-12-20 EP EP84308986A patent/EP0148011A3/en not_active Ceased
- 1984-12-21 ZA ZA849990A patent/ZA849990B/en unknown
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH0999174A (en) * | 1995-10-09 | 1997-04-15 | Namco Ltd | Game device operating method and game device |
Also Published As
Publication number | Publication date |
---|---|
EP0148011A3 (en) | 1987-09-23 |
JPS60106679U (en) | 1985-07-20 |
EP0148011A2 (en) | 1985-07-10 |
ZA849990B (en) | 1985-08-28 |
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